Paramedics bag and field medic kits are actually better than standard kits.

Fixed armor pierce values for 2mmEC, Flamer Fuel and Explosive rounds

Rocket launcher damage increased 20%

Some of the special encounter traders have more useful items for barter.

Fixed sentry modes losing user target

Tweaked down armor piercing ammo strength.

Fixed nasty bug with Turn-Based AI reactions.

Disabled cautious nature, since it does nothing.

Tough Guy is now double XP

Fixed multiple attacks in one fire sequence

Brain Kills dont shift alignment

Death sense perk now available

Flamer does damage sooner so the pain and death animations caused look better

Books no longer print a message twice

When stealing, everything weighs at least 0.1, this means things that normally weigh 0 like BOS script, actually get harder to steal when there is lots of them

EMP damage +50% against non-living, -50% otherwise

Fixed Mutate perk

Dogs have some optional trait changes.

Fixed duration of drug and other consumable effects

Path finding more robust during collisions.

Recruits correctly gain rank now.

Special encounters correctly save now.

Fixed armor values bug for recruits.

AI is correctly using over watch mode during turn-based play. It should now be harder to exploit turn-based against the AI.

Fixed bug that may have been causing the main character to become last squad member.

Swift leaner perk correctly gives +5% XP instead of 1 XP

The science bonus to criticals on robots is working properly

Camera centers on players actors when reentering missions

Tweaked barter skill calculations so that the BAD pricing side of the scale (when you have worse skill) changes twice as fast as you put up skill. And the GOOD side of the scale (with better skill) changes in a more linear way. Basically I fixed the math.

Dead large actors (Behemoths etc) are no longer ethereal (cant walk through them)

Non bos human races can use first aid skill etc

Fixed random encounters chance so that frame rate does not alter the chance of encounters, as a result it should be more consistent (and lower) on all machines.

Fixed nasty recruit pool bugs

Fixed errant stat changes from hand items

Free heal for bandaged/winded/concussed whenever heal rate kicks in (each hour in game, rapidly while moving around world map)

Fixed problem where vehicles would keep moving when arriving on a new map

Fixed problem where Mission 3 Rock Falls, gate switch works one time only and will fail if gate motion is blocked by another character.

Mission 11. Fixed bug which meant that if you killed the mutant generals and then killed the mutant attackers the ghoul elder (Defcon) would not say his last line of dialogue and the exit grid would not appear)

Mission 4. Added some steps to the ledge of one of the buildings in mission 4 to stop characters getting stuck on the ledge. Theoretically they can't get onto the ledge anyway but at least one guy has managed to get his character stuck there.

Black Screen of Death. New DirectSound device detection to prevent lockup of Tactics on startup. If the client machine has an invalid device set as default, FOT will ignore it and search for a usable device.

Plays sound when using shortcut keys to switch between textlog / minimap